/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRAssetFunctionLibrary.h
NOTE: The associated XR system backend has to provide a model for this to work - if one is not available for the specific device, then this will fail and return an invalid (null) object.
A new component representing the specified device (invalid/null if a model for the device doesn't exist).
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="XR|Devices", Meta=(DefaultToSelf="Target")) static [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * AddDeviceVisualizationComponentBlocking ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FXRDeviceId](API\Runtime\HeadMountedDisplay\FXRDeviceId) & XRDeviceId, bool bManualAttachment, const FTransform & RelativeTransform )